blender/source/gameengine/Ketsji/KX_SCA_DynamicActuator.cpp
Benoit Bolsee c353af4d3a BGE patch 15044 approved: Edit Object Dynamics Actuator.
Add enable/disable dynamics actuator under the "Edit Object" category.
The Enable/disable rigid body option is also availale but not implemented.
2008-06-25 14:09:15 +00:00

207 lines
4.7 KiB
C++

//
// Adjust dynamics settins for this object
//
// $Id$
//
// ***** BEGIN GPL LICENSE BLOCK *****
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
// as published by the Free Software Foundation; either version 2
// of the License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software Foundation,
// Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
//
// The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
// All rights reserved.
//
// The Original Code is: all of this file.
//
// Contributor(s): none yet.
//
// ***** END GPL LICENSE BLOCK *****
//
// Previously existed as:
// \source\gameengine\GameLogic\SCA_DynamicActuator.cpp
// Please look here for revision history.
#include "KX_SCA_DynamicActuator.h"
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
/* ------------------------------------------------------------------------- */
/* Python functions */
/* ------------------------------------------------------------------------- */
/* Integration hooks ------------------------------------------------------- */
PyTypeObject
KX_SCA_DynamicActuator::
Type = {
PyObject_HEAD_INIT(&PyType_Type)
0,
"KX_SCA_DynamicActuator",
sizeof(KX_SCA_DynamicActuator),
0,
PyDestructor,
0,
__getattr,
__setattr,
0,
__repr,
0,
0,
0,
0,
0
};
PyParentObject KX_SCA_DynamicActuator::Parents[] = {
&KX_SCA_DynamicActuator::Type,
&SCA_IActuator::Type,
&SCA_ILogicBrick::Type,
&CValue::Type,
NULL
};
PyMethodDef KX_SCA_DynamicActuator::Methods[] = {
KX_PYMETHODTABLE(KX_SCA_DynamicActuator, setOperation),
KX_PYMETHODTABLE(KX_SCA_DynamicActuator, getOperation),
{NULL,NULL} //Sentinel
};
PyObject* KX_SCA_DynamicActuator::_getattr(const STR_String& attr)
{
_getattr_up(SCA_IActuator);
}
/* 1. setOperation */
KX_PYMETHODDEF_DOC(KX_SCA_DynamicActuator, setOperation,
"setOperation(operation?)\n"
"\t - operation? : type of dynamic operation\n"
"\t 0 = restore dynamics\n"
"\t 1 = disable dynamics\n"
"\t 2 = enable rigid body\n"
"\t 3 = disable rigid body\n"
"Change the dynamic status of the parent object.\n")
{
int dyn_operation;
if (!PyArg_ParseTuple(args, "i", &dyn_operation))
{
return NULL;
}
if (dyn_operation <0 || dyn_operation>3) {
PyErr_SetString(PyExc_IndexError, "Dynamic Actuator's setOperation() range must be between 0 and 3");
return NULL;
}
m_dyn_operation= dyn_operation;
Py_Return;
}
KX_PYMETHODDEF_DOC(KX_SCA_DynamicActuator, getOperation,
"getOperation() -> integer\n"
"Returns the operation type of this actuator.\n"
)
{
return PyInt_FromLong((long)m_dyn_operation);
}
/* ------------------------------------------------------------------------- */
/* Native functions */
/* ------------------------------------------------------------------------- */
KX_SCA_DynamicActuator::KX_SCA_DynamicActuator(SCA_IObject *gameobj,
short dyn_operation,
PyTypeObject* T) :
SCA_IActuator(gameobj, T),
m_dyn_operation(dyn_operation)
{
} /* End of constructor */
KX_SCA_DynamicActuator::~KX_SCA_DynamicActuator()
{
// there's nothing to be done here, really....
} /* end of destructor */
bool KX_SCA_DynamicActuator::Update()
{
// bool result = false; /*unused*/
KX_GameObject *obj = (KX_GameObject*) GetParent();
bool bNegativeEvent = IsNegativeEvent();
KX_IPhysicsController* controller;
RemoveAllEvents();
if (bNegativeEvent)
return false; // do nothing on negative events
if (!obj)
return false; // object not accessible, shouldnt happen
controller = obj->GetPhysicsController();
if (!controller)
return false; // no physic object
switch (m_dyn_operation)
{
case 0:
obj->RestoreDynamics();
break;
case 1:
obj->SuspendDynamics();
break;
case 2:
controller->setRigidBody(true);
break;
case 3:
controller->setRigidBody(false);
break;
}
return false;
}
CValue* KX_SCA_DynamicActuator::GetReplica()
{
KX_SCA_DynamicActuator* replica =
new KX_SCA_DynamicActuator(*this);
if (replica == NULL)
return NULL;
replica->ProcessReplica();
// this will copy properties and so on...
CValue::AddDataToReplica(replica);
return replica;
};
/* eof */